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0.10 Stable
released this
2026-09-02 17:04:33 +02:00 | 4 commits to master since this release0.10
The map speaks. It was the last whole screen in the game with nothing readable
on it - 128 identical buttons and a cursor somewhere in them - and now every
square reads out its name, what is in it, whether you can fast-travel there,
and where it sits relative to your own square. Ctrl+P marks a square, or the
ground under your feet, and auto-walk will take you to either.Also in this one: the buttons you cannot tab to are named as a menu opens, your
turn says when fusion is ready, auto-walk stops climbing the thing it was sent
to, a wall fifty metres off no longer means there is no way round it, and a
quest area you cannot head for from indoors says so.The map is readable, and you can mark a square and walk to it
The map in the pause menu said nothing. It is a grid of 128 buttons with no
label, no icon and nothing else in them - all named "MapChunkButton" - and
everything a sighted player reads about the square under the cursor is in a
panel underneath the map rather than in the button. So the focus readout found
the node name, said "Map Chunk Button" once, and then never spoke again, because
all 128 of them say the same thing. The map was a grid of silence with a cursor
somewhere in it.The panel is the answer rather than a reimplementation of it: it is already the
game's own account of the square, it already handles one not yet revealed, it
already folds in quest markers and "your location", and it is already up to date
by the time the focus poll runs. What it cannot give is where the square IS -
a sighted player reads the cursor against the shape of the map - so that comes
from the square's own position in the grid, as an offset in compass directions.
"Town West. Chemist and Museum. 2 south and 1 west of you." A square you have
not explored yet says so instead of going quiet, which is what makes an
unexplored map something you can still feel the shape of.Then Ctrl+P on a square marks it, and marking it selects it - so close the
map, press Shift+Home, and auto-walk sets off. It joins a Waypoints category
next to People and Doors, and Ctrl+P on an already-marked square unmarks it. Out
in the world the same key marks the ground under your feet, which is the other
half of the same idea: mark where you were working, go elsewhere, walk back.
Ctrl+Shift+P drops the selected one, eight at a time.A square is 64 metres of world with no known height, so it is aimed at exactly
the way a tracked quest's area is - ground-probed across the chunk, at whichever
standable, non-water point is nearest - and arrived at with the same tolerance,
because being anywhere in it is the point. And a mark is only offered where its
coordinates mean something: a spot on the overworld is not walkable from inside
a shop, and telling the two apart is not obvious, because an interior carries
the overworld's own map metadata. That is how the game knows where to draw "you
are here"; the pinned chunk is the only thing that distinguishes them.Ctrl+P also has to be swallowed rather than merely handled. Plain P is the base
game's party menu, and Godot treats an action's modifiers as a minimum, so
Ctrl+P matches it perfectly well - marking a point would otherwise throw the
party screen up over the announcement.The buttons you cannot tab to are read out
"I can't access the multiplayer menu using keyboard." R was always the answer -
there was just nothing anywhere that said so.Some buttons switch their own focus off on purpose. They are prompts for a key
you press while the menu is open rather than things you move onto, and a sighted
player reads them along the bottom of the screen: "[R] Go Online". Arrow keys
never reach them, so there was no way to learn one was there.A menu now names them as it opens, alongside the other things about it that no
focus move will ever announce - "Map Pause Menu. Use Space or E to select -
Enter will close this menu instead. Also Go Online on R."Knowing that fusion is available
Fusion looked broken because there was no sign of it. The Fuse button on the
order wheel switches its own focus off until the meter is full, so left and
right skip straight past it and nothing ever mentioned it - while a sighted
player has been watching the meter fill and the button glow for several turns.Your turn now ends with "Fusion ready" on the turn it becomes usable. Once,
because a thing you already know is not news and that line lands on every turn
of every battle.Auto-walk stops climbing the thing it was sent to
Three attempts at an Office Cabinet in the Landkeeper office, each ending "it's
about 3 meters below the nearest ground I could path to" - from on top of the
cabinet.One cause, and it explains the shopkeeper too. The walk stops 1.25m from its
target and the pawn's own body is 0.9 wide, so anything wider than 0.35 has to
be stood INSIDE before it counts as arrived - and walking into something is
exactly what makes the walker jump. It clears 2.2m, so it lands on top. Every
NPC is 0.9 wide like the player, which is why Clemence always ended up
underfoot; a cabinet is simply taller than you can reach down from.It stops beside things now, by however wide they actually measure, capped well
inside arm's reach. Floor buttons still get stood on and lifts still get ridden.A wall 50 metres off no longer means there is no way round
A walk to an NPC 66m away gave up after 14 of them: "it looks like it needs
climbing, which you haven't unlocked yet", about a 4m rise the player then
walked round unaided, arriving on foot a minute later.The wall that verdict reads is found in a corridor drawn around the straight
line to the target, so it is the nearest local barrier and not a fact about the
map. Close to a target that corridor covers every approach worth the name; fifty
metres out it does not. Past that range the answer is the shortfall instead,
which names the rise rather than blaming an ability you do not have.A quest area you cannot head for from indoors says so
"Acting On Your Best Behaviour, press Enter to Untrack or View Map" - and no
marker. Tracked from a table in the Gramophone Cafe, for a quest whose area is
perfectly real, out at chunk (4, -1).A quest area is a chunk of the overworld, and the scan that turns one into a
marker only runs out there - rightly, because a point 256 metres east means
nothing inside a building, whose scene has its own coordinates entirely. So
indoors the Markers category simply is not offered, and 0.9 said nothing about
it: the note added there only covered a quest with no area at all, not one whose
area is outside.Tracking now says which it is - "Its area is out on the overworld - step outside
before heading for it."Downloads
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